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Tankers 101: Welcome to the Armored Calvary

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Title: Battlefield Bad Company 2: Tankers 101
Date of creation: July 2, 2010
System: PC, Xbox 360, Playstation 3
Author: Artimise Flare (Luner)
Copyright 2010 Artimise
Version: 1.2


| [A0] Table of contents |

[A0] Table of Contents

[A1] Intro: Welcome to the Armored Calvary

[A2] Facing, and minimizing damage

[A3] Communication
[A3.1] Advance Communication

[A4] Retreating is not cowardly

[A5] Useful tips before going into the field
[A5.1] IFV/APC: How to reload
[A5.2] Third Person View Crosshairs

[A6 IFV: Infantry Fighting Vehicle

[A7] MBT: Main Battle Tank

[A8] Advanced Tactics: Close armored support

[A9] Advanced Squad Tactics: Armored Calvary

[A10] Advanced Survival Tactics: One Man Tanker

[A11] AT Engineer Teams: A blessing and a curse
[A11.1] Choose your Poison

[A12] Vehicle Specs
[A12.1] Always Active
[A12.2] Active only for drivers
[A12.3] Active only for one position

[A13] Guide History

| [A1] Intro: Welcome to the Armored Calvary|

Hello and welcome to Tankers 101, in this I will cover some of the most basic tactics as well as providing some slightly more advanced tips regarding maximizing survivability, combat effectiveness while commanding various armored vehicles, and maximizing your firepower while providing support for your team mates and squad mates.
Players who desire to learn about effective use of MBT's (Main Battle Tank) or IFV's (Infantry Fighting Vehicles) or simply hope to find something to improve their current skills may find what they need in this guide.
Understand that there are no differences between the respective faction’s vehicles, and I will simply be regarding to them as either MBT/Tanks or IFV/APC.

| [A2] Facing and minimizing damage |

To maximize survivability, drivers must know that the direction in which you are facing does actually mean something, and taking hits from different sides can make the difference between you rolling away with some missing plates, or becoming a multimillion dollar loss.
The front of the vehicle usually takes the least amount of damage, due to the fact that the armor is thickest towards the front, however, the sides and rear of the vehicle take double the amount of damage ordinarily sustained from enemy rockets or shells. Without any upgrades to warheads, an M1A1 Abrams or T90 will take approximately 50 points of damage if struck from the side or rear by a tank round. Be particularly wary of enemy UAV’s, they can easily destroy you in a single surprise attack if they manage to sneak up on you and strike you in the rear.
Remember, you are a VERY large target, and a very loud one at that. Enemy players will most likely focus their attention on you over your foot slogger comrades. You pose the greatest threat, which means you should always, and I stress, always expect heavy shelling coming your way. Stay away from enclosed or confined areas such as warehouses or in between buildings when engaging the enemy. This makes you an easy target for your smaller foes such as enemy infantry who can easily move into your blind spots and either let loose a rocket into your weak zones, or place a brick or two of C4 on you. If you are attempting to capture a flag, never EVER remain still. Always keep moving, whether it means driving forwards and back again or driving around in circles, this will make you a really hard target to hit with mortar strikes, and in the case you are set upon by a strike, you are already in motion, and will be able to get out of range that much easier.

| [A3] Communication |

You and your gunner will rely on each other to stay alive. Contrary to what some may believe the biggest threat to you and your vehicle is not enemy armor.. The greatest threat to you is infantry. Just about anything smaller than your self is potentially a greater threat. If you’re gunner is engaging a target, slow down if the situation allows it. Communicate, and inform each other of threats both high and low. Eliminating the smaller threats is your gunner’s responsibility, just as much as it is yours to deal with the larger ones. Preventing your partner from doing his or her job effectively is only going to end with either you jogging back to find another set of wheels or both of you roasting in the ruins of your vehicle. The well being of your vehicle and yourselves may very well hinge on this.

[A3.1] Advanced Communication

Easily understandable means to communicate the location of an enemy is extremely important, for both the driver and the gunner.

There are many means to communicating this. One of the easiest is to use the cardinal directions of the tank
North, South, East, West, North East, North West, South East, South West.

Another method is to use the hours on a clock. An enemy directly in front of the tank would be at 12 o’clock, while an enemy directly to the right would be at 3 o’clock.

Naval designations can also be applied or even mixed if so desired.

Example: “Engineer at 1 o’clock to bow (Front)”

Understand that; the less you need to say in order to communicate the same amount of information, the better. However, use whichever means is most effective. The information above is only suggestions to maximize target acquisition for both the driver and gunner.

*Definition for Nautical designations

Bow: Front of the vessel
Stern: Rear of the vessel
Port: Left of the vessel
Starboard: Right of the vessel

| [A4] Retreating is not cowardly |

Do not be afraid to flee from a battle that does not appear to be going in your favor. If possible, retreat to a friendly warehouse or some kind of building to make repairs. This will provide cover from UAV’s and possibly keep you out of site of enemy infantry or armor long enough for you to make the appropriate repairs to get you back out into the fight.
Practice reversing away from combat while keeping your front armor towards the enemy. As previously stated in section A2, facing means everything. Retreating while keeping your main weapon forward may take practice, along with memorizing routes on maps, but is an essential skill that any tanker must have to remain in the fight.

| [A5] Useful tips before going into the field |

[A5.1] IFV/APC: How to reload

Vehicles like the IFV, which can fire multiple rounds from their main weapon, can be reloaded by pressing the “X” button, much like your normal weapon on foot. If possible, always, ALWAYS fire a full salvo of rounds while driving an IFV to prevent short firing, which could spell the end for you in a close fire fight between other vehicles.
I would also like to stress that it is probably best to have your partner, whom is in the gunner’s position to use the V: Elect spec, this will allow you to “detect” enemy infantry in close proximity to your vehicle, as well as detect enemy landmines on your mini map. The latter being the most important, since it only takes one or two AT mines to give you one very bad day. See the Vehicle specs section for more information about the various vehicle specs that you have at your disposal and how to use them.
Any land vehicle, particularly armor, is a prime target for aircraft, the Gunships aka Attack Helicopters will usually prey on you first, since you are a fairly slow and large target on the battlefield. Be extremely wary of enemy aircraft, a skilled pilot can make your day a living hell. Whenever possible, have you gunner continuously harass the helicopter with your mounted .50 cal HMG, this may not be enough to destroy the helicopter, but it will act as a deterrent and may force it to retreat to make repairs, leaving you precious time to fall back as well and do the same.

Learn to fear Tracer darts, you will receive a message on your screen as a driver, that the enemy is achieving missile lock. This is most prominent on maps like Atacama Desert, or Panama Canal, where armored vehicles are in heavy use. Maps in particular like Port Vladez and Atcama Desert, where Attack helicopters are present, being traced can be very lethal to your tanks overall health and your crews well being. Attack helicopters in particular, pilots have the option of using a TOW rocket that can home in on the tracer, these rockets are possibly the most lethal in the game, much like their stationary counterparts, it takes only 2 to reduce you to embers. Furthermore, this allows the enemy to strike you even from behind cover, do NOT underestimate the dangers of being traced. If you are experiencing a high level of tracers in a match, I strongly recommend that you as the driver, use Smoke as your vehicle spec.

[A5.2] Third Person crosshairs
When in third person view (to enter third person view simply press up on the D-pad, press it again to return to internal view) the targeting crosshairs can be deceiving.
_ -------_

The above Diagram D1. is an example of what your “crosshairs” will look like while in third person view. There may be some confusion where you must place them in order to hit your target. Many will automatically assume that you must center the “box” on your target in order to hit them. This is incorrect; you in fact, must place your target In between the bottom brackets of the crosshairs in order to hit your target (this does not take into account shell drop for targets down range). If you center your target within the box, you will end up shooting low, possibly hitting the ground instead.


_ ===== _



*Please Ignore the excess "-" and "=" they are there to allow the examples to be displayed properly. in Third person view, your targeting reticule should look very similar*

In diagram D2, the + represents the target, this is the incorrect location to set your sights. You WILL miss your target if they are not right in your face. Diagram D3 shows the proper location in which you must place your target within the crosshairs in order to hit your target. The further the target is away, you must aim a hair higher to compensate, however, you should not be in this view if you want to place accurate shots. This view Is simply for when you are in a tight area, where visibility while in first person view is extremely limited.

*Note* Both IFV’s and MBT’s rounds are affected by gravity, what does this mean? It means that the farther away a target is, you must compensate for the rounds downward arc by aiming higher, in most cases above the target in order to hit them. Furthermore, like normal small arms rounds, they must travel to their target before they can connect; you will have to “lead “your target, if it is in motion. This means you must aim a little further ahead of them, in whichever direction they are heading in order to hit them. Learn to adjust for both drop, and the time it takes for the round to reach its target.

Last edited by Artimise Flare on 2010-10-01, 06:13; edited 2 times in total

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| [A6] IFV: Infantry Fighting Vehicle (APC) |

Infantry Fighting Vehicles: IFV's or APC’s are, as their name implies, most effective at fighting infantry, they, like most heavily armored vehicles, are impervious to small arms fire, such as AR rounds and even those of the formidable .50 cal heavy machine guns. However, they also have limited effectiveness against other armored targets, such as Tanks, and a single well placed stationary rocket to the rear can instantly kill you. The IFV is the most agile between the two vehicles that you will most likely become the most familiar with throughout your career, and can cover a respectable amount of distance, as well as turn with much more ease than an MBT. Use this agility to your advantage if you can when confronting enemy tanks. Outside of their main armaments, an IFV does not stand a fighting chance against a tank; their main canons simply do not pack enough of a punch, even if you do have the advantage of flanking them.

To counter this, using the vehicle spec called V Alt. fire grants the driver a secondary armament, that being in the form of an anti vehicle rocket, that can be guided by the driver to his or her target. It is a significant force multiplier two well place shots along with a salvo or two from the main canon is usually enough to reduce an unsupported enemy vehicle to ruins. Make every shot count however; because the rocket is quite slow to reload.

| [A7] MBT: Main Battle Tank |

Main Battle Tanks: Main battle tanks or simply Tanks can excel in a number of areas; in particular, they are extremely effective at taking out enemy armor, as they should be. Tanks have the greatest range, and do the greatest amount of damage among all the land vehicles, as such, you will again, be a primary threat, and most likely be the first thing people will aim to eliminate. Tanks are also the most durable as far as being able to soak up enemy fire, however, do not let this make you overzealous when out in the field, Charging into the fight with reckless abandon will get you killed more often than not. Being in a Tank is not an instant “I win” button. Tanks are particularly susceptible to enemy infantry, since without any sort of specs, they have no means to combat infantry effectively other than their main canon, which is slow to reload and has a limited vertical traverse range.

Tanks are also big and heavy and can’t make as sharp of turns nor can they accelerate as quickly from a stop as an APC, so confined locations are particularly dangerous to them. Your role in a Tank will primarily be to seek out and destroy enemy armor, you can also provide long range siege, by functioning as a mobile artillery platform. The latter can be most effective whilst using the V Optics spec, which allows you to zoom in, to place more accurate shots down range. Much like the APC’s, the Tank suffers from the same weak spots. The side and rear of the vehicle will suffer twice the normal damage inflicted by enemy fire.

Pay special attention to your flanks in a Tank, their blind spots are greater, and escaping enemy fire will be far more difficult due to their bulk and weight. I stress that every Tank driver should run with a gunner, and never go solo in an MBT if they desire to live any longer than a few minutes. The gunner can be your key to success, since they will most likely be your only viable defense against infantry, as well as your second set of eyes, that can inform you of enemy movement in your blind spots. In the event you find that you don’t have a gunner, using V Alt fire is an option, which allows you to fire a coaxial mounted machine gun; this will allow you to increase your effectiveness against infantry.

| [A8] Advanced Tips and Tactics: Close Armored Support |

While being in a tank or APC definitely makes you a very formidable foe, do not forget about all those around you on foot. If you happen to be in a squad, communicate with them, let them know when you are advancing to a new location, retreating, in need of repairs or just about anything that may affect the ebb and flow of combat. If heavily defended, use your heavy firepower to force the enemy to either relocate or keep their heads down, you are an incredible force multiplier, as such, you will be the biggest deterrent for an enemy to do anything but remain behind cover. UAV’s and Stationary ATR (Anti Tank Rocket) emplacements are your biggest enemy, when possible, eliminate them ASAP.

If the opportunity presents itself that you and your team are able to advance, drive slowly so that your squad can keep pace. Believe it or not, you can provide valuable cover for them and in locations where the ground is exposed; deploying your smoke canisters can give them much needed cover from enemy fire so they can better support you. Proper communication between you and your gunner is important, but such communication is just as important with your squad mates, regardless of your role. Inform your team about enemy armor, you will most likely be the one the enemy will target first, leaving both you and the enemy exposed, to support fire, be it rockets or a UAV.

This style of play will most likely get you killed more often, or force you to abandon your vehicle more often, due to the fact that you are going to be in the thick of combat, you will not only be engaging enemy armor, but infantry as well. Smoke is almost a necessity in the Infantry support role, having at least one assault player in your squad with smoke grenades can make this role that much easier.

You will find that you will need to pay extra close attention to your flanks, expect an enemy in every building you pass, or hiding within the trees. Always be aware of your surroundings to the best of your ability. Again communication is the key, always ALWAYS perform secure checks. Information is one of your greatest weapons. Make it a habit to constantly check your mini map; your gunner should always be using the V Spec: Electronics to help prevent the enemy from sneaking up on your flanks. It will also allow you to inform your squad mates of potential threats if you are in the position to where you cannot provide proper support, such as in the confines of a building, or down a narrow roadway.

- Another tactic is to eliminate any form of cover the enemy can use. Be warned, this tactic will be drawing A LOT of attention to you, so expect to receive just as much shelling. This is most effective on maps that have extensive forest and foliage cover. By cutting down trees via your gunner’s machine gun, or with the main weapon of your vehicle, you may deny the enemy the valuable cover they need to assault you, your squad, or the objective.

If possible, a member of your squad should play as Recon, their ability to spot targets are range and eliminate enemy engineers that are outside of your V. Elec specs detection range can end up saving you and your squads lives.

An ideal setup for a CAS squad:
Engineer x2
Assault x1
Medic x1
Recon x1

If you do not have a recon player available, another medic or engineer would fill the role fine. Additional engineers can provide support fire against enemy armor, or increased repair potential while you or another squad mate is manning the vehicles main gun.

| [A9] Advanced Squad Tactics: Armored Calvary |

In this section we will go over some basic tips when it comes to effectively using a mechanized squad

*Note this section is still under construction, and information may be subject to change as more testing and research is completed*

First, a tanker squad should consist of at least four members, a driver and gunner for each vehicle, all of which should be engineers. Specs for both driver and gunner will vary from persons tastes, but it is advised that at least one of your drivers use smoke and his or her gunner use electronics, mixing up your specs between tankers will allow you to cope with almost any situation you may encounter on the battlefield, the last member if you have one can be any class you desire, another engineer is never a bad idea, especially if you are running an APC and Tank combo, the added rockets would definitely favor the APC in the event the Tanker cannot get a clear shot to support an APC under fire by and enemy Tank or APC. Alternatively, a Recon squad member can save a tanker crews hides by calling out threats that they may not be able to see, such as enemy infantry, or flanking armor they may have missed.

Second, formation and proper use of terrain can and will more often than not, win you battles against enemy armor. An example would be on the large open maps such as Heavy Metal or Harvest day, it is quite easy to flank an enemy tank, and staggering your formation will make it difficult for enemy armor and infantry to target you. Focus your fire on a single vehicle, no matter how good said tanker is, they cannot possibly cope with the damage output of two vehicles without the aid of two engineers, and even then, it would be difficult. On such large maps, a good tactic would to have one hang to the rear and give long range fire support via V:Optics. In the event that one of your tankers is need of repairs, it is best that the second vehicle provide cover by either cycling smoke or simply attempt to shield the wounded vehicle from enemy fire. Again communication is key.

On map like Panama Canal where movement is restricted, the best combination is to allow the MBT to draw attention to itself and have the IFV/APC provide fire support by eliminating enemy infantry. An example of such a tactic would occur while assaulting the warehouse where flag B would be located, on the map Panama Canal; the Tank would advance down the dirt road leading to B, firing upon any vehicle or infantry present within the structure, in the mean time, the IFV would advance along the road side just left of the building if you are on the Russian Army, or to the right if you are the US Army, this allows the vehicles to exercise their own tactics that they see appropriate for the situation, the IFV which is also much more agile than an MBT would be able to flank to the opposite side of the structure to catch the enemy team in a deadly cross fire. The IFV will be filling a support role on maps such and it is recommended that the IFV forgoes Alt: wpn in favor of Smoke, if a fourth member is available, he or she can provide the needed anti tank firepower the IFV would then lack. In light of this, it will be the MBT' drivers responsibility to counter enemy Heavy tanks such as the T90 and BMP, as much as it is the IFV's duty to counter enemy infantry that the MBT may not be able to counter effectively.

Third, remember to communicate and inform each other about where you will be assaulting from so that the rest of your squad can get into formation. There will be times where the squad must break apart before regrouping at their objective, but proper feedback between your squad members will help remedy the lack of visual confirmation of threats.

| [A10] Advanced Survival Tactics: One Man Tanker |

It is possible for tankers to run solo, but I must stress that you will not be able to bring out the full potential of your vehicle while running solo. However, especially when running in a match full of random players, it can be extremely difficult to find a competent gunner who is willing to stay with you or to simply find one at all. In the event that you find yourself running solo, always run as an engineer, you cannot count on a friendly engineer to be nearby at all times to keep your vehicles health in the green. Depending on the map, and what you’re up against, the spec you choose will play a larger part than ever before.

Tank drivers in particular will suffer from a lack of anti infantry ability. I recommend using Vehicle electronics to pin point enemy locations, however, this will still hinder your anti infantry abilities, due to the slow reload time of your main cannon. Alternatively, you may use Alt Fire for an MBT, but this is also a double edge sword, as this makes you vulnerable to AT mines, and flanking. In matches where AT crews are few, Alt fire proves to be useful, especially if the enemy isn’t wise enough to lay land mines for you.

APC drivers have great anti infantry capabilities as is, however, because they are thinly armored, they’ll crumble quickly under sustained tank or rocket fire. However, as previously stated with tanks, they suffer the exact opposite, being little more than an annoyance to other vehicles. Alt fire gives you the option to trade tracking enemy infantry for increased AT performance.

Smoke is also a tremendous help when you find yourself in a bind, try to stay away from enclosed areas, just as you would even if you did have a gunner. They are notorious for landmines, and C4 traps.

Switch to third person view frequently, learn to judge distance with the square reticule, this can end up saving your life, due to the fact that you will be able to see where incoming rockets more clearly, and pin point their source better. It also affords you a better view of your sides and rear, helping you to avoid flankers that are a bit too happy with their C4.

A tactic that can be used while driving an MBT would be to fire, and then exit the vehicle after the enemy has fired their payload. During their reload time, it will allow you to make a few quick repairs buying you valuable time. Don’t stay out too long, this tactic is extremely risky, you are wide open and easy pickings, not to mention that the enemy could steal your armored beast of burden and very well kill you with your own vehicle. While this is also viable when driving an APC, I highly suggest that retreating from battles with heavier armor is a better option; you simply do not have the durability to defeat enemy armor if it is supported by an engineer. It is best to use your agility, and perform hit and run tactics to harass enemy tanks instead, if you’re not toting Alt Fire as your vehicle spec.

| [A11] AT Engineer Teams: A blessing and a curse |

Engineers are the biggest bane of any enemy a tanker can face, as such; you should not under estimate the resourcefulness of a skilled AT engineer player. Tanks and helicopters are all imposing threats, but they do not have the benefit of being able to hide and be inconspicuous. To understand how to counter AT engineers you must learn to fight like them as well, knowing thy enemy is your greatest tool in staying alive.

First off, as an AT engineer, it is advised that you use Explosive Leg Pouch (A spec 1 ability, doubles the amount of explosives you can carry ie. Rockets or AT mines) and Improved Demolitions (A spec 2 ability, doubles the damage inflicted by rockets and AT Mines)

As an AT engineer, you will be relying on superior tactics to take down enemy armor, such as stealth and flanking your target. As a tanker your job as a driver is to minimize as much damage to your vehicle as possible, as an AT engineer the same concept applies but instead of mitigating damage, you are trying to maximize your damage output as much as possible.

Stealth is something that the Engineer has in spades for the most part. The main armament of an engineer, a suppressed SMG is a very useful weapon when you are trying to remain unseen amidst the battlefield. However, do not think that just because you have a suppressed weapon that you are invisible. Killing an enemy will alert them to your presence, and more likely than not, they will return to seek vengeance. Pick and choose your targets wisely; think about if it is worth drawing attention to yourself when you have the opportunity of eliminating a much more valuable target. Use the terrain to your advantage and try not to venture out into the open unless you absolutely need to. Stick to traveling cautiously and hiding in buildings, or the local foliage. This more often than not leads you down round about ways to reach your target, try your best not to follow the obvious routes to locations and use the less traveled ones.

Ideally you will want to try and sneak to either the sides or more preferably the rear of the vehicle in order to take advantage of its weaker armor. Place your shots carefully, since glancing shots will not inflict as much damage as a direct impact. Range does matter; generally, rockets will inflict more damage the closer you are to the vehicle. Two direct hits to the rear from a moderately close to medium range will scrap just about any armor that is not using V:Armor.

Take note, if the target seems to know where you are whenever you approach the vehicle, it is more than likely that either the driver or the gunner has V: Elect (Vehicle Electronics) as a spec. In the event that this happens, you will need to stay at range in order to bring it low. The radius in which a V:Elec can detect infantry is not very large, about a tanks length in any direction. It works very similar to motion mines. If you move, you will appear as a red dot on the enemy’s mini map. Though it can’t physically spot you, you must always expect it if you want to stay alive long while engaging enemy armor.

Against a skilled tanker team, or even a skilled enemy engineer, while in the heat of combat, one will exit the vehicle to perform repairs while the vehicle is under fire. 90% of the time, a single engineer cannot inflict enough damage in the time span it takes for the engineer to repair the tank. In lame mans terms, it means the tank is being repaired at a faster rate than the engineer can damage it. In these scenarios, it is better to coordinate your attacks with another engineer or a tank of some sort to mitigate this. A single engineer cannot out repair two enemies attacking one vehicle. Again, striking from the sides or rear are the most ideal locations to coordinate such attacks.

Enemy armor will usually engage friendly armor as opposed to infantry first. Take these opportunities to support your tanks by adding your rockets to the engagement.

An AT engineers will more often than not find themselves in situations where they simply cannot destroy an armored vehicle within two rockets. The first rocket that strikes an enemy vehicle will more than likely set them on the look out for you. Use the terrain to your advantage and stay mobile when possible, the rockets contrail will likely draw attention, potentially giving away your position.

Choose your Poison

The weapon you choose to get the job done makes a difference. Be it rocket launchers or AT mines.

RPG-7: The first AT weapon you’ll ever get, and a jack of all trades. Out of all the launchers it has the greatest amount of “drop” when fired from range. Non guided rockets are affected by gravity and will fire in an arc over long distance. The greater the distance, the greater the arc, and the higher above your target you must aim in order to hit them. The RPG-7 rocket travels at a moderate pace as well, and has a well rounded range of attributes; its blast radius is moderately sized as well, allowing it to be used against infantry with reasonable efficiency. It is tracer dart compatible, and will allow you to lock onto an tracer mark that is within range. To do so, hold your aim steady on the red target box located on the vehicle that has the tracer planted on it and wait for a set of numbers to appear underneath the box, this means target lock has been achieved and you are free to fire. The Rocket will not fly a few meters and then proceed to home in on the tracer. Be warned however, there is a maximum range in which you can lock on to said tagged vehicles.

Anti Tank mine (AT mine): The second AT weapon at your disposal. Mines are a very potent means to eliminate enemy armor. However, they are limited by how many you can place at any given time, as well as the location in which you place them. Two well placed mines can stop an enemy tank dead in its tracks, one mine in some cases if you are using the improved explosives. When placing mines, try to place it in known high traffic areas where you know enemy armor is likely to travel. However, do not place them in plain view. Shaded areas, craters, just at the peak of a hill are good locations to choose when placing mines. All these locations are difficult to see from the driver’s point of view. A well hidden mine can force the tank to stop for repairs, or destroy it outright.

M2 Carl Gustav: The third AT weapon that you can unlock. The M2 Carl Gustav is unique amongst all the AT weapons due to the fact that it has the largest blast radius, as well as the fastest flight time of any of the portable launchers. It is particularly effective against infantry due it’s fast flight time and the extremely explosive nature of it’s rocket. It is much more forgiving than any other launcher when it comes to only needing to be relatively near an enemy infantry unit in order to kill it. However, this increased efficiency against infantry comes at a price. The M2 has the lowest damage potential of any launcher in the game, and while it does fly the fastest, it simply does not have the same punch as the others. On average it will take three direct impacts from the Carl Gustav to the side of an enemy tank to destroy it. When using the M2, it is advised to engage from the rear of the enemy armor whenever possible. The M2 Carl Gustav is also Tracer dart capable, meaning it can lock onto tracer darts.

M136 AT4: The fourth AT weapon you can unlock, and the most interesting. The AT4 has a unique feature that allows the wielder to guide the rocket to the user’s desired target. This is useful for when a clear line of sight is not available to the player. However, while the rocket is being guided, the user is vulnerable to enemy fire, due to the fact that the user must stand still in order to accurately in order to guide the rocket. The AT4 also has the smallest blast radius of all the launchers making it a very poor choice to use against enemy infantry. The AT4 also has the slowest flight time of all the launchers. The AT4 is best used when flanking or approaching enemy armor at medium to close range is not possible. The AT4 is also NOT tracer dart compatible.

| [A12] Vehicle Specs |

Vehicle Specs: A general rule of thumb, passenger gunners will usually choose a passive spec, since active specs are commonly reserved exclusively to the driver. A chosen few are usable for both, but do not benefit both at the same time

Always active regardless of positioning:

V Armor (Increases the overall resistance to damage a vehicle can take before destroyed)
V Electronics (Allows the driver and gunner to "sense" infantry hiding nearby, and detect hostile land mines) *note 1*

Only active for the driver (e.g. if a gunner has it, it won't do anything):

V Alt Fire (Gives the driver the ability to fire either a coaxial mounted Machine gun *Tanks* or to fire a wire guided Anti Tank rocket *IFV's*.) *note 2*

V Smoke (Allows the driver to deploy a series of smoke grenades that conceals the tank and any friendly units within its vicinity in a cloud of smoke. *Note: This also makes it impossible for the enemy to spot any friendly units within the cloud, and also removes any tracer darts planted on the vehicle*) *note 3*

Only active for the one using it (driver OR gunner, but not both):

V Reload (Allows faster reload times for the driver or gunners main weapon) *note 4*
V Warhead (Increases the damage done per round)

Note 1: Vehicle Electronics is possibly the most useful vehicle spec that your partner can use, outside of armor. The way this spec works is that when an enemy or enemy explosive is within its detection radius it will appear as either blinking red dot on your mini map (For enemy infantry) or as small blinking white squares (For enemy explosives). Be wary, it takes a second or two for the sensors to pick up enemy infantry or mines. So rushing into a location may still get you killed due to running over hostile mines.

Note 2: Vehicle alternate weapon is almost a given when it comes to APC’s, particularly on maps where there are enemy tanks present. I strongly recommend that APC drivers choose this spec when operating on maps where heavier armor is active.

Note 3: Smoke is another one of those incredibly useful specs, much like electronics, this seems to shine most when used with MBT’s, since it allows you to safely provide cover for yourself and any infantry close to your vicinity. I highly recommend using this spec, used by a skilled driver; it can very well be a major life saver in more than one occasion

Note 4: Without V:reload, it takes roughly 4 seconds to reload the next round for an MBT, with V:reload it cuts that time in half, effectively making it a 2 second reload time.

| [A13] Guide History |

V1.0: Guide created 7-02-2010
V1.2: Added several new sections
A9: Advanced Squad Tactics Armored Calvary
A10: Advanced Survival Tactics: One Man Tanker
A11: AT Engineer Teams: A blessing and a Curse
Added several sub sections for easier navigation

V1.3: Updated section A9: Advanced Squad Tactics Armored Calvary

Final Notes: This is still a work in progress, I will update and modify as I see fit. If you have any suggestions, or see any errors please simply send me a private message or post within this topic.

Last edited by Artimise Flare on 2011-01-22, 05:41; edited 1 time in total

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Ill try get Epyk to Sticky This like it should have been on GFQs Very Happy

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I agree I stickied this. Good work!

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Thanks, I'm still gathering information on the armor calvary section, though it is quite difficult, due to the people who volunteered to help me with it are sadly on at different times of the day. Fortunately, I have a few RL friends who have agreed to try and help and so far, the results have been interesting.

Again, if anyone has suggestions for future sections or what not, please let me know.

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Is this up in GFAQs now? I will help it being stickied over there if you need it.

Have not been there for a WHILE now. Thought I was going to stick for a whle to help people but I could not stand it no more.

Parcus Executor Avis de Minor: Labor Lapsus~
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Sadly no. I'm a little hesitant to try again. This will be the THIRD time doing so, and until I complete the Armored Calvary section, I don't want to post it yet. Since GFAQ's lacks a generous little button called "Edit post" I don't want to have to repost the guide or make adjustments again. So I'm going to do some tweaks to it and fine tune it until I feel it's acceptable before I post it on GFAQs.

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Parcus Executor Avis de Minor: Labor Lapsus~
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finally, i needed this faq. thanks a bunch man

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New update, Section A9 is live, but still under construction.

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